Edited by tlwll, 02 March 2006 - 12:29 PM.
Making Floor Tiles
#1
Posted 02 March 2006 - 12:17 PM
#2
Posted 02 March 2006 - 12:28 PM
Simple answer ? Use floor-part objects (much like walls, but using "d3d_draw_floor(...)" to draw them).In the FPS tutorial on this site, there is one continuous floor. I am wondering how one can get rid of the floor and be able to make separate floor tiles.
Do not try to use tiles as you do in 2D games. It won't work as neat as you expect it to do :
And yes, using a lot of them will slow-down your game.
- When you use the 3D functionality, there are a number of other things that can no longer be used.
- ....
- You cannot use tiles anymore. Tiles will most likely no longer match up correctly.
Hope that helps.
#3
Posted 02 March 2006 - 12:29 PM
#4
Posted 02 March 2006 - 12:31 PM
#5
Posted 02 March 2006 - 01:00 PM
#6
Posted 02 March 2006 - 01:04 PM
That "d3d_draw_floor(...)" is a reference to a GML-comand, and I expect you to open-up GM's help and read all about itWait. Do I put the texture where it has the (...)?
Hint : compare the "d3d_draw_wall(...)" with the "d3d_draw_floor(...)" command.
Hope that helps.
#7
Posted 02 March 2006 - 01:07 PM
It does work.I tried it, but it didn't work!
If you think the above is not helpfull at all, why than do you think that an answer like "it does not work" is helpfull to me ?
Mind you : you expect me to give you a solution. How can I, when I do not even know what you did ?
#8
Posted 02 March 2006 - 01:23 PM
With in Create event:
z=0In it's draw event:
d3d_draw_floor(x,y,z,x+32,y+32,z,background_get_texture(tex_floor),1,1)
#9
Posted 02 March 2006 - 01:23 PM
//draw floor d3d_draw_floor(x-32,y+32,z, x+32,y-32,z, tex,1,1); //ceiling too d3d_draw_floor(x-32,y-32,z+128, x+32,y+32,z+128, obj_Wall.tex,1,1);Hope that helps.
#10
Posted 02 March 2006 - 09:59 PM
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